/*
     This file is part of Advanced Strategic Command; http://www.asc-hq.de
     Copyright (C) 1994-2010  Martin Bickel  and  Marc Schellenberger
 
     This program is free software; you can redistribute it and/or modify
     it under the terms of the GNU General Public License as published by
     the Free Software Foundation; either version 2 of the License, or
     (at your option) any later version.
 
     This program is distributed in the hope that it will be useful,
     but WITHOUT ANY WARRANTY; without even the implied warranty of
     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
     GNU General Public License for more details.
 
     You should have received a copy of the GNU General Public License
     along with this program; see the file COPYING. If not, write to the 
     Free Software Foundation, Inc., 59 Temple Place, Suite 330, 
     Boston, MA  02111-1307  USA
*/


#ifndef changeUnitMovementH
#define changeUnitMovementH


#include "unitaction.h"


class ChangeUnitMovement : public UnitAction {
   
   public:
      enum Recursivity { NONE,    //!< only the unit itself gets its movement changed
                         NORMAL,  //!< the loaded units get their movement changed too, by the normal fraction (loaded units less than carrier)
                         ALLFULL  //!< loaded units get same change as carrier
                       };
      
   private:
      
      bool delta;
      Recursivity recursive;
      int movement;
      
      int originalMovement;
      int resultingMovement;
      
      void decreaseMovement( Vehicle* veh, float fraction, const Context& context );
      
       ChangeUnitMovement( GameMap* map ) : UnitAction( map ) {};
      template<class Child> friend GameAction* GameActionCreator( GameMap* map);
      
   public:
      
      /** changes a unit's movement
      \param delta: true=movement is a relative value which will be subtracted
                    false=movement is the new absolute value
      */
      ChangeUnitMovement( Vehicle* veh, int movement, bool delta = false, Recursivity recursive = NORMAL );
      
      ASCString getDescription() const;
      
   protected:
      virtual GameActionID getID() const;
      
      virtual ActionResult runAction( const Context& context );
      virtual ActionResult undoAction( const Context& context );
      virtual ActionResult preCheck();
      virtual ActionResult postCheck();
      
      virtual void readData ( tnstream& stream );
      virtual void writeData ( tnstream& stream ) const;
      
};

#endif

